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[Beta] Demonbuddy daily beta builds

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Hey Nesox, just wondering if you have checked into the random profile tag running profiles more than once? I use starter profiles to switch up acts, but if I try to use the random feature it ends up running the same areas multiple times. This is part of my starter profile, and at the end of every individual profile in Act1 will link back to this one to switch them up. I use the trinity once tag so that this will load a maximum of four times, but DB does not seem to remember which profiles it has already run, and will pick the same one more than once.


<TrinityUseOnce questId="1" id="1" max="4">
<LoadProfile loadRandom="True">
<Profiles>
<Profile>act1_01.xml</Profile>
<Profile>act1_02.xml</Profile>
<Profile>act1_03.xml</Profile>
<Profile>act1_04.xml</Profile>
</Profiles>
</LoadProfile>
</TrinityUseOnce>
 
New build up!
Changelog .75
  • "monsterPower" added in the GameParams so a profile can override the value in the settings, example: <GameParams quest="87700" step="-1" act="A1" difficulty="Inferno" resumeFromSave="False" monsterPower="5" />
  • No longer spams the OnPlayerDied and OnGameJoined events in the ProfileOrderManager.
  • Load profile tag now stores the path in GlobalSettings.
  • Reverted the changes i made to the "create town portal" behavior
 
New build up!
Changelog .75
  • "monsterPower" added in the GameParams so a profile can override the value in the settings, example: <GameParams quest="87700" step="-1" act="A1" difficulty="Inferno" resumeFromSave="False" monsterPower="5" />
  • No longer spams the OnPlayerDied and OnGameJoined events in the ProfileOrderManager.
  • Load profile tag now stores the path in GlobalSettings.
  • Reverted the changes i made to the "create town portal" behavior
this will be stable release? any eta?
 
this will be stable release? any eta?

Yes, if there's no other major issues that pops up out of nowhere :)

Hey Nesox, just wondering if you have checked into the random profile tag running profiles more than once? I use starter profiles to switch up acts, but if I try to use the random feature it ends up running the same areas multiple times. This is part of my starter profile, and at the end of every individual profile in Act1 will link back to this one to switch them up. I use the trinity once tag so that this will load a maximum of four times, but DB does not seem to remember which profiles it has already run, and will pick the same one more than once.


<TrinityUseOnce questId="1" id="1" max="4">
<LoadProfile loadRandom="True">
<Profiles>
<Profile>act1_01.xml</Profile>
<Profile>act1_02.xml</Profile>
<Profile>act1_03.xml</Profile>
<Profile>act1_04.xml</Profile>
</Profiles>
</LoadProfile>
</TrinityUseOnce>

That's probablly the same issue as Bombastic described, it's fixed in #75
 
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why you delete my post about ? Oo
 
Last edited by a moderator:
strange thing - after updating Db , i cant see plugins any more,and downloading and making another db folder wit new plugins dont help eather.. any ideas , feels like its me only? what problem it can be?
 
strange thing - after updating Db , i cant see plugins any more,and downloading and making another db folder wit new plugins dont help eather.. any ideas , feels like its me only? what problem it can be?
where is logs?
idk but all is fine for me.
 
Is the scheduler broken in this new (#75) build? Also has a suggestion for the scheduler, instead of a set number for the run count, would it be possible to do like a min/max run count? So instead of always running the same number of times, it could do like a minimum of 5 and a maximum of 15 or whatever you set it to so it would be less "botty"?
 
Is the scheduler broken in this new (#75) build? Also has a suggestion for the scheduler, instead of a set number for the run count, would it be possible to do like a min/max run count? So instead of always running the same number of times, it could do like a minimum of 5 and a maximum of 15 or whatever you set it to so it would be less "botty"?
less "botty" will be only when you delete the bot.
 
Hey Nesox, does demonbuddy ignore those hidden moths and trees in act 1 with belphegor and without plugins?
I am using trinity and got a lot of stucks because trinity doesn't ignore them and waits for them until they show up.
 
ater
have to add the moth into ignore.
think its 6500
add under
Code:
private static readonly HashSet<int> hashActorSNOIgnoreBlacklist = new HashSet<int> {
 
Thanks that could be a solution. I found one hidden moth with SNO 99556 and i ask myself if the sno system divide between hidden moths, revealed moths and champion moths.
----------------------------------------------------------------------------------------------------
Ok, it doesn't divide in hidden and unhidden or champion moth.

Is there a possibility to blacklist only hidden creeps?
 
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Thanks that could be a solution. I found one hidden moth with SNO 99556 and i ask myself if the sno system divide between hidden moths, revealed moths and champion moths.
----------------------------------------------------------------------------------------------------
Ok, it doesn't divide in hidden and unhidden or champion moth.

Is there a possibility to blacklist only hidden creeps?

This is how we determine if a unit is attackable in db, trinity has it's own targeting.
The moths etc. has the IsBurrowed/IsUntargetable propertys set to true from what i can tell.
Feel free to use it.

PHP:
        /// <summary> Query if 'acd' is valid a ACD. </summary>
        /// <param name="unit"> The unit. </param>
        /// <returns> true if valid acd, false if not. </returns>
        private bool IsAttackable(DiaUnit unit)
        {
            ACD acd = unit.CommonData;
            if (acd == null || unit.ACDGuid == -1)
                return false;

            AnimationState animationState = GetAnimationStateForACD(acd);
            if (animationState == AnimationState.Dead)
                return false;

            bool isAttackble = !unit.IsUntargetable &&
                !unit.IsSlowdownImmune &&
                !unit.IsStunImmune &&
                !unit.IsUninterruptible &&
                !unit.IsRootImmune &&
                !unit.IsBurrowed &&
                !unit.IsHidden &&
                !unit.IsDead;
            
            return isAttackble;
        }
 
Thanks Nesox. Trinitiy has a similar function to detect burrowed units but it seems to be broken. (Line 2756)
I will see how i can use/implement that code.
 
Hi Nesox,

I'm getting NullPointerException in trinity with Beta .75. Trinity tends to use huge multi thousand line methods, which makes debugging things impossibly time consuming.

Is it possible when compiling plugins to make them into "debug" mode so that the StackTrace includes the line numbers where the exception occurred?

E.g. this method is approximately 1300 lines, and I have no idea where the null object is:
Code:
[13:36:06.995 D] System.NullReferenceException: Object reference not set to an instance of an object.
   at GilesTrinity.GilesTrinity.GilesHandleTarget(Object ret)
 
Hi Nesox,

I'm getting NullPointerException in trinity with Beta .75. Trinity tends to use huge multi thousand line methods, which makes debugging things impossibly time consuming.

Is it possible when compiling plugins to make them into "debug" mode so that the StackTrace includes the line numbers where the exception occurred?

E.g. this method is approximately 1300 lines, and I have no idea where the null object is:
Code:
[13:36:06.995 D] System.NullReferenceException: Object reference not set to an instance of an object.
   at GilesTrinity.GilesTrinity.GilesHandleTarget(Object ret)

Try turning on all exceptions ( ctrl + alt + e ), I assume you know how to attach vs to db etc. ?
 
Figured it out, had to RTFM.

Thanks for the tip!
 
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